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CS G140 Graduate Computer Graphics. Prof. Harriet Fell Spring 2009 Lecture 2 - January 14, 2009. Today’s Topics. Ray Tracing Ray-Sphere Intersection Light: Diffuse Reflection Shadows Phong Shading More Math Matrices Transformations Homogeneous Coordinates.
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CS G140Graduate Computer Graphics Prof. Harriet Fell Spring 2009 Lecture 2 - January 14, 2009
Today’s Topics • Ray Tracing • Ray-Sphere Intersection • Light: Diffuse Reflection • Shadows • Phong Shading • More Math • Matrices • Transformations • Homogeneous Coordinates
What is a Sphere Vector3D center; // 3 doubles double radius; double R, G, B; // for RGB colors between 0 and 1 double kd; // diffuse coeficient double ks; // specular coefficient int specExp; // specular exponent 0 if ks = 0 (double ka; // ambient light coefficient) double kgr; // global reflection coefficient double kt; // transmitting coefficient int pic; // > 0 if picture texture is used
-.01 .01 500 800 // transform theta phi mu distance 1 // antialias 1 // numlights 100 500 800 // Lx, Ly, Lz 9 // numspheres //cx cy cz radius R G B ka kd ks specExp kgr kt pic -100 -100 0 40 .9 0 0 .2 .9 .0 4 0 0 0 -100 0 0 40 .9 0 0 .2 .8 .1 8 .1 0 0 -100 100 0 40 .9 0 0 .2 .7 .2 12 .2 0 0 0 -100 0 40 .9 0 0 .2 .6 .3 16 .3 0 0 0 0 0 40 .9 0 0 .2 .5 .4 20 .4 0 0 0 100 0 40 .9 0 0 .2 .4 .5 24 .5 0 0 100 -100 0 40 .9 0 0 .2 .3 .6 28 .6 0 0 100 0 0 40 .9 0 0 .2 .2 .7 32 .7 0 0 100 100 0 40 .9 0 0 .2 .1 .8 36 .8 0 0
World of Spheres Vector3D VP; // the viewpoint int numLights; Vector3D theLights[5]; // up to 5 white lights double ka; // ambient light coefficient int numSpheres; Sphere theSpheres[20]; // 20 sphere max int ppmT[3]; // ppm texture files View sceneView; // transform data double distance; // view plane to VP bool antialias; // if true antialias
Simple Ray Casting for Detecting Visible Surfaces select window on viewplane and center of projection for (each scanline in image) { for (each pixel in the scanline) { determine ray from center of projection through pixel; for (each object in scene) { if (object is intersected and is closest considered thus far) record intersection and object name; } set pixel’s color to that of closest object intersected; } }
Ray-Sphere Intersection • Given • Sphere • Center (cx, cy, cz) • Radius, R • Ray from P0 to P1 • P0 = (x0, y0, z0) and P1 =(x1, y1, z1) • View Point • (Vx, Vy, Vz) • Project to window from (0,0,0) to (w,h,0)
y Center C = (cx, cy, cz) Radius R (x, y, z) R x (cx, cy, cz) z Sphere Equation
P1 t P0 Ray Equation P0 = (x0, y0, z0) and P1 = (x1, y1, z1) The ray from P0 to P1 is given by: P(t) = (1 - t)P0 + tP1 0 <= t <= 1 = P0 + t(P1 - P0)
Intersection Equation P(t) = P0 + t(P1 - P0) 0 <= t <= 1 is really three equations x(t) = x0 + t(x1 - x0) y(t) = y0 + t(y1 - y0) z(t) = z0 + t(z1 - z0) 0 <= t <= 1 Substitute x(t), y(t), and z(t) for x, y, z, respectively in
Solving the Intersection Equation is a quadratic equation in variable t. For a fixed pixel, VP, and sphere, x0, y0, z0, x1, y1, z1, cx, cy, cz, and R eye pixel sphere are all constants. We solve for t using the quadratic formula.
The Quadratic Coefficients Set dx = x1 - x0 dy = y1 - y0 dz = z1 - z0 Now find the the coefficients:
The intersection nearest P0 is given by: To find the coordinates of the intersection point:
First Lighting Model • Ambient light is a global constant. Ambient Light = ka (AR, AG, AB) ka is in the “World of Spheres” 0 ka 1 (AR, AG, AB) = average of the light sources (AR, AG, AB) = (1, 1, 1) for white light • Color of object S = (SR, SG, SB) • Visible Color of an object S with only ambient light CS= ka (AR SR, AG SG, AB SB) • For white light CS= ka (SR, SG, SB)
Second Lighting Model • Point source light L = (LR, LG, LB) at (Lx, Ly, Lz) • Ambient light is also present. • Color at point p on an object S with ambient & diffuse reflection Cp= ka (AR SR, AG SG, AB SB)+ kd kp(LR SR, LG SG, LB SB) • For white light, L = (1, 1, 1) Cp= ka (SR, SG, SB) + kd kp(SR, SG, SB) • kp depends on the point p on the object and (Lx, Ly, Lz) • kd depends on the object (sphere) • ka is global • ka + kd <= 1
Lambertian Reflection ModelDiffuse Shading • For matte (non-shiny) objects • Examples • Matte paper, newsprint • Unpolished wood • Unpolished stones • Color at a point on a matte object does not change with viewpoint.
Physics of Lambertian Reflection • Incoming light is partially absorbed and partially transmitted equally in all directions
N N L L dA dA Geometry of Lambert’s Law 90 - dAcos() 90 - Surface 2 Surface 1
N 90 - dAcos() L 90 - dA Surface 2 cos()=NL • Cp= ka (SR, SG, SB) + kd NL(SR, SG, SB)
Finding N N = (x-cx, y-cy, z-cz) |(x-cx, y-cy, z-cz)| normal (x, y, z) radius (cx, cy, cz)
Finding Shadows Shadow Ray P Pixel gets shadow color
Shadow Color • Given Ray from P (point on sphere S) to L (light) P= P0 = (x0, y0, z0) and L = P1 = (x1, y1, z1) • Find out whether the ray intersects any other object (sphere). • If it does, P is in shadow. • Use only ambient light for pixel.
Finding Shadowson the Back Plane Shadow Ray P Pixel in Shadow
Phong Lighting Model Light Normal Reflected View The viewer only sees the light when is 0. N L R V We make the highlight maximal when is 0, but have it fade off gradually. Surface
Phong Lighting Model cos() = RV We use cosn(). The higher n is, the faster the drop off. N L R V For white light Surface • Cp= ka (SR, SG, SB) + kd NL(SR, SG, SB) + ks (RV)n(1, 1, 1)
Powers of cos() cos10() cos20() cos40() cos80()
LN LN Computing R L + R=(2 LN) N R = (2 LN) N - L R L N L+R R L
The Halfway Vector • From the picture • + φ = θ - φ + α So φ = α/2. H = L+ V |L+ V| UseHN instead of RV. H is less expensive to compute than R. N H This is not generally true. Why? L R φ V θ θ α Surface • Cp= ka (SR, SG, SB) + kd NL(SR, SG, SB) + ks (HN)n (1, 1, 1)
More Math • Matrices • Transformations • Homogeneous Coordinates